Tuesday, July 10, 2012

Orc Castle

This river island castle has been overrun by orcs.

Monday, July 9, 2012

Gateaga Island


I made this map of a volcanic island for a campaign.  The twin volcanoes Mount Saloa and Mount Kimoki.  This was rendered using POV-Ray.

Sunday, July 8, 2012

Dwarven Mines


A dwarven mine system.  Say Kazad to enter.  And you better have a good dwarven (Scottish) accent.

The entrance to these halls is a secret door.  There is also a pit trap in the entrance which the dwarves can disable easily from the inside.  There is a murder hole connecting to area 5 and the hallway.

1. Guard Chamber 1.  There are 3 dwarves here armed with spears and war hammers.

2. Guard Chamber 2.  There are 4 dwarves here armed with crossbows, war hammers and axes.

3.  Guards weapons storage area.  There are 3 dwarves here.  There are many weapons here including spears, shields, axes, war hammers, short swords, cross bow etc.

4. There are 2 dwarf guards here taking a break and having some snacks and ale.  They are armed with axes and cross bows.

5. Guard Chamber 3.  There are 2 dwarves here armed with war hammer, battle axe and cross bows.  There is a table and chest in this room.  The dwarves are enjoying some food and ale when not watching for intruders.

6. This circular chamber has a rotating wall within the outer wall so that only two passages will be open at one time.  The room is entered through rotating doors so that the rotation of this chamber may not be detected.

7. There is a one way entrance to this room which has a water trap.  Once activated it will fill with water until deactivated or it is filled completely with water.  7.a. is a drain for emptying out the water trap.

8. There is a trap in this room.

9. Common Room.  There are 10 dwarves in this room.

10. Storage room

11.  3 dwarves

12.  Treasure of the Dwarves

13. 3 Ferrets

14. Gray ooze

15. There is a medusa in this room.

16. This terrible room causes characters to age dramatically.

17. a. Kobold

b. Kobold

c. Elf

I used photoshop to modify the map a bit.


Saturday, July 7, 2012

Red Dragon Lair



The lair of the red dragon is in the vapor lands of Terraheim.  This is a multilevel dungeon crawl with goblins and dire wolves in the first level, hobgoblins in the second level, ogres at the third level, magic on the fourth level, undead at the fifth level and the dragon at the sixth level.  Two sets of stairs and each arrow indicates descending one level.

The prominent cave entrance has pillars on either side.  Note that there are one way doors on each side of the entrance so if invaders are detected additional forces will arrive from areas 2, 4, 1, and 3.

1. Guard room.  3 goblins guard this main entrance.  Two are armed with spears and one with a scimitar.  There is a large sheet of iron hanging from the ceiling.  If this is struck it will alert creatures in areas 3, 4, 2, and 6 of intruders.  The door N leads outside, the door W leads to area 3, the door S leads down stairs to area 6.

2. Guard room 2.  2 goblins guard this room one armed with scimitar and spear.  The will use the secret door W to sneak up on invaders from behind.  There is a one way secret door leading to the outside from the adjacent passage.  There is a passage leading into this room that is 1-way into this room from the E (area 5).

3. Wolf Riders.  There are two dire wolves and two wolf riders armed with spears.  There is another goblin here armed with a scimitar.  The door E leads to the guard room 1 and the passage W leads to area 4.

4. There are 4 goblins here and 1 dire wolf.  There is a secret door N leading to the 1 way exit outside.  There is a door S that is a 1 way passage leading down a steeply descending passage way to the third level of the dungeon (ogres).  There is a barrel with 5 spears in this room.

5. Guard room.  There are 2 hobgoblins in this room one with a spear and the other with a scimitar.  The passage S leads to areas 6 and 7.  The hobgoblins are familiar with the secret door leading N and can use it to go up the steeply sloped passage to area 2.

6. Guard room.  There are 4 hobgoblins in this room.  2 with spears, 1 with a short sword and 1 with long bow quiver & 20 arrows.  The passage W leads up some stairs to area 1.  The passage E leads further into the hobgoblin areas.

7. Hobgoblin common room.  There are 5 hobgoblins here feeding.  There is a barrel with 5 spears in the corner.  Hobgoblins are armed with 2 long swords, 2 flails and 1 longbow.

The passage way leading SW out of this room has an interesting feature.  There is a panel that is activated by pressure panels represented by the dots on the map to swing to the position shown on the map. (sw)  There is a 1-way secret door that can lead into this passage from area 16.  There are two doors at the W end of this passage.  The door W leads down to level 3 (ogres) and the door S leads steeply down several flights of stairs to level 5 (undead.)

8.  Ogres Table.  There are 3 ogres in this room armed with great clubs.  There is a large stone table in this room that the ogres sit at and argue.  The ogre treasure is under the great stone table.  The steps to the E lead to level 2 (hobgoblins) the NE door leads up a steeply sloping passage to the goblins room but the one way door cannot be entered.  The passage NW leads to area 9.

9. Ogre guard.  There is a single ogre guard in this room armed with a great club.  The passage E leads to the ogres table.  The passage S leads down a flight of stairs to the 4th level.

10.  This room is filled with steam making difficult to see.  There is a pit in the NE corner that opens onto a pit of lava.  The door W leads up stairs to level 3 (ogres)  The passage S leads to a hall filled with boiling water 5 feet deep.

11.  Spell room.  This room has a swirling whirlwind of color in the E corner.  If it is disturbed it will cast a random spell on the characters.  It could be good or bad.  Spell level should be equal to the level of the characters.  There is a portal leading S to the adjacent room.

12. Remove Curses.  This room has a dais with a throne at the top of it.  Anyone sitting in the throne will have all curses removed and be restored to full health.  This device will only function once per day.  There is a portal leading N to the Spell Room.  There is a secret passage leading S and a 1 way door leading into the passage to 14 (level 5)

13.  Spectre.  There is a spectre lurking in this room.  It is very difficult to see on this level due to all of the steam and mist.  The passage S leads to area 14.

14. Statue Room.  There is a living statue in the center of this room.  The statue will answer 1 question if the PCs can answer a riddle.  The statue is familiar with all the areas of this dungeon.  This area is filled with steam and is uncomfortably warm but not yet dangerously hot.  The steps leading E begin to get so hot that characters start taking damage from it.

15. Steam Room.  This room is filled with steam and the home of two wraiths.  The door N leads up to level 2.

16. Caves.  A flame salamander inhabits this hot steamy cave.  There is a secret passage leading to the S where the flame salamander goes to prey on other inhabitants of this dungeon.  The passage to the N ends in a one way door leading into the hobgoblin warrens.

Anyone entering level six will take 1 point of heat damage each turn unless protected against ordinary heat.

17. There are three orcs guarding this area.  They protected against the heating effects on this level by amulets.  2 great axes, 1 spear.  One orc will go to warn the dragons if intruders are detected.

18.  There are 4 orcs and 1 ogre in this chamber.  They will rush to defend the dragon.

19.  There is 1 hell hound, 2 orcs and 1 ogre in this room.  They will defend the dragon.

20.  There is 1 hell hound in this room.  It will defend the dragon.

21. There is 1 hell hound in this room.

22. There are 3 hell hounds in this room.

23. Dragon Room.  There is a tapestry along the S wall of this room depicting a large red dragon sitting on a hoard of gold.  The dragon will hide behind the tapestry if alerted to intruders and use its breath weapon through the tapestry on the invaders as the initial attack.


Here is start of a pseudo 3D drawing of the first part of the map I just did.

Friday, July 6, 2012

Terraheim Map


Terraheim is a realm of the far north.  The southern tip is temperate but far to the north are the permanently frozen lands. You can see there are many dangerous creatures in this realm including the giant crabs and the moose.  A number of fjords indent the shore.  The ice wizard Narlo has a fortress far to the north.  Frost giants and white dragons frequent the mountains to the north.  Gnomes live near the beautiful Leksdal region.  The trolls occupy the vapor lakes area.  The ancient dwarves fortress of Glautirth has long been abandoned and is now largely overrun by goblins but the dwarves have vowed to return to their homeland some day.  The red lines shows the main trading routes although pirates and sea serpents prey upon the ships near Tinnosund and Egerstad.  Arendsund is the capital city.

Thursday, July 5, 2012

Undead Fortress


This fortress was originally intended to be home to an undead army with an evil cleric at the center.  This could easily be modified to make a pirate fortress or change the catapults and ballista for canons.  Let me know if you need higher resolution versions of any of these.  Many of these rooms remain unpopulated and those that I have listed should probably be redesigned somewhat.  Secret doors are DC 20 unless otherwise noted.

This fortress is surrounded by a moat with a froghemoth as the moat monster.  There is a draw bridge that can be used to cross the moat to avoid the froghemoth.  There is a broken section of the moat that leads to a swampy area.  The briars surrounding the fortress consist of assassins vine, bloodthorn and other nasty types of carnivorous plants.  The wall is patrolled by undead minions.

1. Ballistas.  These areas are manned by 3 skeletons each and are defended with ballistas.  The skeletons are trained to operate the ballistas.

2. Catapults.  These areas are manned with 4 skeletons each and 1 zombie (Juju zombie)

3. This area is where peasant slaves are forced to prepare materials for the fortress such as potters and leather workers.

4. Blacksmith.  A dwarven slave is working here as a blacksmith.

5. There is a night hag in this room who is making potions.

6. Guard room.  There is an apparition in this room.  The door to the north opens into the central hallway.

7. There are 6 zombies and 1 wraith in this room.  The door to the west opens on the central hallway.

8. There are 10 skeletons and 1 wraith in this room.  The door to the east opens onto the central hallway.

9. This is the dungeon/torture chamber.  There are prisoners and unfaithful followers in this room.  The secret passage is used to connect to the moat so that anyone who does not survive the torture or any leftover pieces can be fed to the froghemoth.  There is a torturer in this room and several skeleton guards.

10. The door to the west opens onto the central hallway.  There is a secret door connecting to room 12. There is a secret door connecting to room 11.

11. This small secret room has doors connecting to rooms 10 W and 13 N.

12.  The door to the west leads into room 16.  There is a secret door leading S to 10 and another secret door leading E to 13.

13.  This small secret room has secret doors leading S to 11, W to 12 and N to 19.

14.  This room has a door leading east to the central hallway, a secret door leading E to 15 and a secret door leading W to 17.

15. This small secret room has a secret door leading W to 14.

16. Antechamber.  This room has doors to the south leading to the inner hallway, double doors N to the Evil Temple, and E to room 12.

17.  This small secret room has a secret door leading E to 14 and N to 18.

18.  This room has a door leading north to 21 and secret doors leading E to 20b. and S to 17.  The followers of the evil cleric are in this room led by a wraith.  They will observe room 20 and enter if needed.

19. This room has a door leading N to 22 and secret doors leading S to 13 and W to 20b.  The followers of the evil cleric are in this room led by a wraith.  They are observing room 20 and will enter if needed.

20. Evil Cleric (Son of Kyuss?)  Not sure if that really makes sense here but that's what I had written down.  There is a large fire pit and alter in this room.

21. Large room with a fountain in it.

22. There is an executioners hood (monster) in this room.

23.  This room was supposed to have a necrophidius in it.

24.  Stables.  There is trap door in the floor connecting the stables to the keep.

25. Abandoned well.  A Gambodo is living in the abandoned well.

26. This is a broken section of the wall.

27. The froghemoth lives in the moat as a moat monster.

28. Briars

29. Brambles

Tuesday, July 3, 2012

Kobolds and Minotaur


I updated this on 7/14/2014.  This is a minotaur labyrinth with a kobold stronghold in the beginning.   This is a straight dungeon crawl without all the fancy stuff.  The red marks indicate the position of an adventuring party that went through the labyrinth.  At each corner I would suggest they could go either left or right.  There is typically a confusion spell on the labyrinth.  Occasionally there could be shifting walls or teleporters to mess the players up a bit.  Kobolds are typically armed with crossbows or half-spears.

Here are the rooms for the dungeon crawl:

1. Guard room.  The door to this room is false with a murder hole in the door.  The actual door is secret and to the right of the false door.  There are 3 kobolds in this room.  Two will fight while one sounds a cow horn then runs to warn the others in the common room (3).  Before this room is a pit trap 1d6 damage to any who fall in it Dex DC 15 save.  The kobolds use a secret switch to disable the trap when they want to cross.  The switch is in the guard room.  The door to the west leads to the kobold common room, the stairs to the north lead down to armory and weapons storage.  There is a murder hole in the door.  Guards will usually be watching for intruders 75% chance.  The guards have a firery red potion of healing.  Although it burns going down it cures light wounds (1d8+1)

2. Armory.  This room is used to store weapons the kobolds use when going on raids.  There are many common crudely made weapons here and some armor.  Adjust to match your party's needs.  The stairs to the south lead up to the kobold guard room.  There is a secret door or concealed passage (DC 15) in the back of this room.  The kobolds are unaware of this but have been wondering why there weapons placed in this corner have been deteriorating extra fast.  Actually due to the rust monster who has tunneled here and grabs weapons to feed.  A perception check DC 15 will notice the large quantity of badly corroded weapons in this area and piles of rust on the floor.  There is one masterwork cross bow here.

3. Common room.  There are 10 kobolds here and 4 weasels trained by the kobolds to fight intruders.  The door to the east leads to the kobold guard room.  The door to the west leads to the kobold dining hall.  Use these to make up lost parties of kobolds.  These kobolds have 30 gp total hidden under piles of rags and 3 firey red potions of healing.

4. Dining Hall  There are 6 kobolds in this room feasting and drink at some of the large tables in this hall.  The door to the north leads down to the storage room.  The door to the west leads down to the inner kobold warrens.  The door to the east leads to the kobold common room.  These kobolds have 2 firey red potions of healing and a gold ring worth 10 gp, as well as 20 gp.

5. Storage room.  This storage area has stores of food and drink such as is common among kobolds.  It includes some rations suitable for adventurers as well as less savory items.

6. Pet area.  The passage leading to this room from outside is a trap.  This steeply sloped passage is wet and muddy.  Anyone walking down it in the center must make a Dex save DC 15 or slip down the shoot and come into this room prone.  Anyone trying to exit this room must make a climb check DC 20 to get out.  There are carefully placed stones along the edges of this passage which allow the kobolds to climb out of here.  The stones can be detected on a perception check DC 17. This area has a black bear, 2 giant weasels and 4 kobolds.  The weasels are trained to defend the lair from intruders.  The black bear has been captured but has not been trained.  The kobolds herd it with their spears and try to get it to attack the party.  To the south is a sloped ramp going up to the cave entrance.  A concealed path leads through the dense foliage on the edge of the hill side.  To the north is  a double door leading to the inner kobold warrens.  If the bear becomes 50% damaged or more it will attack anyone within reach at random including kobolds or weasels.  The kobolds have two firery red potions of healing.  One of the kobolds in this area has a key to the doors to the north.

To the north are large iron double doors that are locked (DC 20).

7. Small room A.  There are two kobolds in this room.  There is a small dais in this room.  The passage to the north leads to the inner kobold warrens.  There is a secret door in this room which leads to the food storage area.  Some kobolds have recently made this passage to sneak extra food rations when times are tight.  There is some mining equipment in the corner.  A secret compartment in the dais holds a potion of bull’s strength (unknown to the kobolds)

8. Small room B.  There are 2 kobolds in this room.  The passage south leads to the inner kobold warrens.  The passage east leads to a second bear den.

9. Weasel training room.  This room has 4 weasels that have not yet been trained however they are hostile to any one who gets between them and freedom.  The door to the south leads to the inner kobold warrens.

10. Bear den 2.  There is a black bear and 3 kobolds in this room.  The passage to the west leads to the inner kobold warrens.  This bear is partially trained and will defend respond to the kobolds commands but if it takes 50% damage it will become enraged as 6.  There is a secret door on the east wall that is unknown to the kobolds DC 20 that leads to the lair of the rust monster.

11. Rust Monster Tunnel.  There is a rust monster in this room.  It has been tunneling around this area.  It has recently opened up a small passage into the kobold armory where it has been feeding on any armor that is put into the NE corner.  It has also explored to the point of the bear den but did not find any food there.  There is a rock cave-in in the NW passage that could possibly be cleared.
12. Kobold Leader.  This is the kobold leaders room.  There are 6 kobolds in this room.  The 1 leader who fights as 3rd level sorceress a kobold named Kreela and 4 body guard kobolds with 1 full HD and 8 hp each.  They fight with masterwork crossbows and have masterwork studded leather armor, they also have potions of cure moderate wounds.  Two of the body guards are riding fully trained black bears.

There are two additional kobolds pounding drums to draw the minotaur to the sacrifice.  There is a crude altar adorned with a bull’s head in this room.  The secret door to the east is used to provide sacrifices to the minotaur who the kobolds worship as a god.  The passage to the west leads to the dungeon.  The passage south is a sloped passage leading up to the inner kobold warrens.  If the Minotaur is encountered here he will attempt to escape into the labyrinth.  The treasure of the kobolds is in this room: Kreela wears a  pearl necklace worth 300 gp.  Kreela uses a magic missile wand with 10 charges before casting spells.

13. Dungeon.  This room is the dungeon where captives and sacrifices to the minotaur are kept until they are either ransomed or sacrificed.  Any PCs who are captured will likely end up in this room.  Mari the farmer’s daughter is currently held prisoner here, as well as a captured rogue, a goblin, and a captured gnome.  Fimble is a potion maker and merchant who was captured on the road.  The goblin has a treasure map to the dragon’s lair.  He was traveling from a different tribe of goblins to make contact with the dragon’s tribe when he was captured by kobolds.

14. Labyrinth.  Anyone entering this area will feel very dizzy and must make a Will save DC 17 or fall unconscious for 1d4 rounds.  During this time the walls will shift to separate the party.  This maze has a confusion spell cast on it so directions are given as either left or right at each intersection.  There are frequent encounters with giant rats in this area.

15. Minotaur Lair.  This is the lair of the minotaur.  His treasure is in a chest with a sleeping gas effect and a siren if the trap is not disabled.  Inside are the following: Potions of invisibility, sleep, cat’s grace, spider climb, 500 gp.  The Minotaur carries a +1 huge great axe (Atk +10/+5 Dam 2d8+5) and has a cure moderate wounds potion which he will drink if severely wounded.  The minotaur will charge any who enter his lair for 4d6+6.  He could also gore Atk +4/Dam 1d8+2.